head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Reads · Grand Arena
Cold-War base-builder where tight production queues and superweapon races define competitive play.

Reads · Grand Arena
Three-faction sci-fi RTS where asymmetric Goo mechanics and unit counter-selection drive competitive outcomes.
Command & Conquer: Red Alert 2 leans Reads (Grand Arena); Grey Goo leans Reads (Grand Arena).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 2
Superweapon timing and unit grouping require practiced multitasking
Grey Goo
Goo expansion rate timing and unit special abilities need precise control
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 2
Opponent faction and rush timing must be scouted and predicted
Grey Goo
Three-faction asymmetry makes opponent tech choices hard to predict
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 2
Map layout is fixed; very little hidden RNG in unit behavior
Grey Goo
Map resource spread is fixed; minimal in-game RNG
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Command & Conquer: Red Alert 2
Build queues and power grid management are highly optimizable
Grey Goo
Goo creep routing and tech order are well-defined optimization problems
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.